Showing posts with label Future Tales. Show all posts
Showing posts with label Future Tales. Show all posts

Sunday, February 16, 2020

Classic Traveller Adventure 02 Research Station Gamma with (mostly) THW Future Tales


Introduction
I am back to running the Classic Traveller adventures. I have previously done Kinunir's four scenarios but got side tracked.  I am using my Two Hour Wargames Future Tales  based rules and a spreadsheet to run the games and generate the narrative.  But it is more Traveller based than previously. I have added some dialogue and deleted some content from the generated narrative but otherwise have barely changed the spreadsheet’s output.

Chapter 1 - What's next?
The story begins on Vanejen during the late hours on 300-1106 with the team in the Plantation located in the Settlements area of the rural zone.  The team leader is Ta-ebte with the other members being Sariah Huffman, Douglas Larson and Aweil. The starting tension is low.

Ta-ebte is a calm Bwap male scientist from lnthe with average characteristics. Attributes are Crack Shot Brawler. They are armed with a laser pistol.

Sariah Huffman is an appreciative human female manufacturing worker from Dinornn with average characteristics. Attributes are Medical Investigative. They are armed with a knife.

Douglas Larson is a disagreeable human male hospitality worker from Knorbes with average characteristics. They are armed with a laser pistol and a knife.

Aweil is an agreeable Aslan male soldier from Vanejen with higher than average characteristics. Attributes are Brawler. They are armed with a big slug pistol and power claw.

Vanejen is an Imperial planet located in the Spinward Marches in the backwater cluster in the Rylanor subsector. It is a normal sized world with a breathable atmosphere, some water and is at a agreeable temperature. The tech level is similar to 17th-19th C, population is average and the law level has low restrictions. The government is based on monarchy with a socialist society and a rich economy based on agriculture and industry. It has fuel and repair facilities and no military bases.

In a bar the group listen to Chiree, a Chirpie, about how he has escaped from a prison by jumping into its surrounding icy waters. Some of his nest-mates are still there with terrible experiments planned for them. The team need to rescue the nest-mates. Chiree joins the party.

This is the introduction to the adventure.  The last paragraph above is a summary from the  adventure book.
PCs are randomly generated.  I do have a conversion formula to map the characters and skills back into Classic Traveller (Books 1-3):

Ta-ebte, Scientist 6A8888 Cr2000
Brawling-2 Blade Combat-2 Gun Combat-2. laser pistol

Sariah Huffman, Manufacturing Worker A68886 Cr1000
Medical-3 Administration-2. knife

Douglas Larson, Hospitality worker 8A8886 Cr5000.
laser pistol, knife

Aweil, Soldier A8ADD8 Cr2000
Brawling-2 Blade Combat-2. big slug pistol, power claw cloth

This is useful for mapping adventure characters and tasks into spreadsheet tasks.

Chapter 2 - Find an Object - location of prison
The band of travellers need to find an object - location of the prison. To do this the travellers need to travel to the rural settlements area. Inwardly, the team have no misgivings about the task. Prior to considering this challenge, it seems the band may need to weather a lot of possible difficulties along the way.

It is evening in the settlement's loading docks. No one is around but it is not surprising considering the lack of anything around here of note. In these whereabouts a problem crops up for the group. The group come across four people that they have seen before in the bar. The leader is Ailorl, a disagreeable Aslan police officer.  The band have authorities interfering with progress and converse.  The authorities are looking for a group with a Chirpie. Ta-ebte seeks to settle the issue with higher than average know-how. Ta-ebte ends up in non-committal small talk as Chiree cannot be seen with them.

During the daytime in the Park the journeyers skirt a complication.

It is evening in the settlement's street. The lights flicker as though poorly maintained and act as a comment on the current state of society. While in this location trouble occurs for the party. The travellers cross with six people. The leader is Jamison Cummings, an introverted male human smuggler. They note that Jamison has weird teeth.

The travellers are believed to be stalked or hunted by Jamison’s band and chat. Ta-ebte endeavours to settle the matter with high expertise. Ta-ebte becomes friends and gain information that will assist with the next task.

It is early hours in the settlement's offices. The hustle and bustle of urban life is most obvious all around with movement of people, robots and vehicles. Aweil is drumming their fingers. Finally the party are ready for the undertaking to find the location of the prison. The band of travellers uncover the location.

Two things covered here – the adventure suggests a meeting with authorities looking for Chiree, and also implied is that part of the adventure is also finding out where the research station actually is. I considered adding in t rumours as per the book but elected not too as it would not significantly benefit the story as I am running it.

Chapter 3 - Question a person of interest about acquiring transport
To come closer to the goal involves the band of travellers to acquire transport. To do this the crew need to travel to the rural light industrial area. The team are mentally well rested. Ahead of the challenge, it seems the band may need to weather a few possible difficulties along the way.
It is early hours in the light industrial's warehouse. The large warehouses go on and on.  Never-ending and soulless. While in this location a difficulty arises to deal with.

The band of travellers are confined by tight spaces while navigating the warehouses. Ta-ebte seeks to settle the issue with higher than average capability. Ta-ebte could not get past the barrier and is wounded.

It is daytime in the light industrial's street. Bulk carrier vehicles are in abundance taking and receiving loads. Douglas is chewing something. The team are now able to brave the test to question a person of interest about acquiring transport. The group see one person that they have met before. The leader is Ia, a calm male Aslan mercenary. It stands out amongst the rest in that Ia has visible battle scars. Sariah Huffman is haggling with Ia. Sariah attempts for a favourable outcome with average proficiency.  Sariah successfully negotiates the exchange.

The team have a submersible!

Once knowing where to go, the team need to acquire transport, the best is submersible and the lessor choice would be by air.  If they scored well, they got a submersible, not so well aircraft.

Chapter 4 - Find the nest-mates
To fulfilling the goal requires the party to find the nest-mates. To do this the team need to travel to the barren coastal area. The team arrive uneventfully at the station in the Barren area via submersible. The pressure to complete is starting to weigh the team down. Before facing this challenge, it seems the gang may need to overcome several possible complications along the way.
It is daytime in the station's entrance.  On this occasion a problem crops up for the team.  They need to get into the station. Ta-ebte could not beat the hazard. Sariah overcomes the hazard. failed to endure the hazard. Aweil could not beat the hazard.  Chiree could not beat the hazard. The group are in the station, albeit mostly wounded.

It is daytime in the stations offices and labs.  Sariah is biting their fingernails. The band are ready for the test to see if they can solve the puzzle of what is being researched. The party struggle to fathom the puzzle. Ta-ebte attempts to resolve the task with low ability. Ta-ebte solves the puzzle (!) and gains an understanding of what is the purpose of Research Station Gamma.

The travellers chance on one security robot, Iqip. A confrontation occurs. They open fire at the security robot who fires back at them all. Ta-ebte confronts Iqip and disables it. Sariah Huffman also faced Iqip. Sariah is injured. Douglas is hit badly, is out of the fight and is dead. Aweil versus Iqip but both miss. The robot, believing it job done, elects to leave the fight.

It is now early hours in the stations' vault room.  Sariah is tapping their fingers. At last the party are ready for the undertaking to open the vault. The group seek to open the vault. Aweil endeavours to settle the matter with higher than average talent. Aweil manages to easily solve the puzzle and the vault opens - Cr123,000 is discovered inside!

The team attempts to bypass the robots so they can continue. Aweil leads the way and is successful but is wounded in the process.

It is late hours in one of the globes and the group steer clear of a complication that could have arose with an animal in the fog in one of the globes.

The band of travellers come upon five people in a globe. The leader is Quinton Steele, a closed-minded male human labourer. Ta-ebte tackles discussion with determination with higher than average ability. Ta-ebte ends up in non-committal small talk.  The party leave the globe open and move on.
It is late hours in the station globe area.  Ta-ebte is getting animated while making a point. At last the group are now able to brave the test to find the nest-mates. The group uncover the globe with the nest mates.

The band find time to rest and recuperate. There are medical skills to help. Ta-ebte needs to recover and is now all fine.  Sariah Huffman needs to recover but is badly injured and is no longer able to continue with the team.  Sarah is dropped off at the settlement to recover.  Aweil needs to recover and is now all fine.  Chiree needs to recover and remains carrying an injury.

This chapter covers getting into the station and the various encounters.  It is a bit like a dungeon crawl so just selected the “rooms”/globes of interest and did a task for each.  And there is a possibility of robot encounters and the party managed to get one of those.  They never encountered the professor.  I did not list the research being conducted – you will need to read the adventure for that.

 Chapter 5 - Question a person of interest about returning neat-mates
To achieving the whole purpose calls for the gang to question a person of interest about returning nest-mates. To do this the party need to travel to the rural rough area.

While travelling between areas, the team are accosted by a single military enemy, Danna Larson, a thoughtless female human thief. It was not obvious at first, but Danna has a complete lack of hair. A confrontation occurs. Danna’s idea is to intimidate, not kill. They shoot as they are rushed by Danna
Ta-ebte goes up against Danna Larson. Ta-ebte is out of the fight. Aweil deals with Danna Larson. Aweil has a extremely high savvy and is armed with a big slug pistol. Danna falls in a heap to the ground and out of the fight. Ta-ebte recovers and the team quit the fight.

It is daytime by the Rough's Lake.  Ta-ebte is talking slowly due to his injuries. At last the group are ready for the challenge to question a person of interest about returning nest-mates.

The team contact Dhale, a thoughtful male Chirpie tribesperson. Aweil interviews Dhale. Aweil gives it their best shot with their high talent. Aweil successfully obtains some information from Dhale. Aweil is presented with a gold coin with a human on it.

This covers leaving the station and returning Chiree and the nest mates to their village.  The party did not successfully get all coins, just the one.

Verdict
Running the adventure in the spreadsheet worked out mostly well. I am happy with how it managed to run with Research Station Gamma.  I have modified some of the generated output to be a little more random.  Next up is Twilight’s Peak.  I considered Shadows/Annic Nova next but let us go into the deep end – Twilight’s Peak is different to Research Station Gamma and Kinunir in how it is laid out to play.  I will play a few more adventures before I tackle the one I am completely unfamiliar with – The Traveller Adventure.

Sunday, February 9, 2020

Two Hour Wargames Future Tales game with generated narrative


Introduction
I was slowly running through a solo game of Future Tales set in the Classic Traveller universe.  I was not content with how it flowed – always room for improvement.  So I redid the spreadsheet to flow better, not as much work as I thought.  I changed the stats so they were more classic traveller. I also improved the generated narrative a little bit.  Below is the (mostly) unedited narrative from the spreadsheet.  The only thing I had to do was add in the chapter heading descriptions, correct some spelling mistakes and the occasional extra comma in lists, and the rare extra full stop.

From this, I have changed the narrative generated to be more variable, particularly around tasks but also some other repetitive phrases as well.

This post is more a placemat on the first of the generated narrative so I can be ready to run a Classic Traveller adventure.  As narrative goes, it is still not great but at least it shows all the tasks performed in the game.

Chapter 1 - A direction is sought

The story begins on Regina during the evening on June 1105 with the team in the Square located in the Commercial area of the urban area.  The team leader is Holly Davies with the other members being Cindy Morrison and Kyson Alvarado. The starting tension is low.

Holly Davies is a agreeable human female manufacturing worker from Zivije with high characteristics. Attributes are Investigative and Larceny. They are armed with a laser pistol.
Cindy Morrison is a closed-minded human female artist from Keanou with average characteristics. Attributes are Larceny and Technical.

Kyson Alvarado is a neurotic human male combat officer from Regina with a average characteristics. Attributes are Crack Shot. They are armed with a submachine gun. They are armed with a knife.

Regina is a Imperial planet located in the Spinward Marches and a subsector capital. It is a normal sized world with a breathable atmosphere, some water and is at an agreeable temperature. The tech level is similar to 21stC, population is average and the law level allows highly restrictive measures. The government is based on bureaucracy with a corporate society and a rich economy based on agriculture and industry. It has fuel, repair and ship building facilities and military bases. A notable feature is its strange geology.

The team need to recover an object, specifically incriminating government secrets. To achieve this requires around five clues and may take up to nine scenes to complete.

Chapter 2 – A puzzle to solve

To get nearer to fulfilling the mission necessitates the team to solve a puzzle concerning the things out of place. To do this the team need to travel to the space command area. They will need to travel through three areas prior to leaving their current Urban region. The team arrive at the Space area via medium space transport.

There is no nervousness within the team. Prior to considering the challenge, it seems the team may need to overcome a fair amount of possible complications along the way. To get to the command area they will need to travel through five areas from their current location.

While travelling between areas, the team confront gangers. They encounter four people. The leader is Branson Carson, an introverted male human ganger. Branson has very attractive features.

They attempt to fire as the opponents charge at them.

Holly Davies goes up against Branson Carson. Holly has an average ability and is armed with a laser pistol. Branson has an average proficiency and is fighting with a knife. Holly is injured and left the fight.  Cindy Morrison contends with Peyton Lucas. Cindy has an average ability and is fighting unarmed. Peyton has an average talent and is fighting unarmed. Cindy is injured; target has left the fight. Kyson Alvarado deals with Uriel Jimenez. Kyson has an extremely high capability and is armed with a submachine gun. Uriel has an extremely high capability and is fighting unarmed. Kyson is injured; target has left the fight.

The team quit the fight. The opposition also determine to depart.

During the late hours in the Eatery the team dodge a complication.

It is evening in the command's work area.  It is here potential strife emerges for the team. They encounter three people. The leader is Webwe, a disagreeable female Bwap patron. Webwe has visible battle scars.

The team have competition and have come across others doing the same and enter into discussions. Holly Davies confronts Webwe. Holly endeavours to carry out the task with fairly low know-how. Webwe gives it a try with fairly low talent. Holly ends up in small talk and nothing untoward occurs.

During the daytime in the Work area the team duck a complication.

It is late hours in the Command's Cargo area.  Kyson is walking with a limp. The team are now able to brave the test to solve a puzzle concerning the things out of place. They try to figure out the puzzle. Holly aims to complete the job with average proficiency. Holly solves the puzzle and gains one clue.

There is no time for the team to recover.        

Chapter 3 – Injuries!

To advance towards doing the mission necessitates the team to question a person of interest about hired thugs. To do this the team need to travel to the rural light industrial area. They will need to travel through five areas prior to leaving their current Space locale. The team arrive at the Rural area via medium space transport.

The team feel no strain. Looking at what is required to perform the challenge, it seems the team may need to overcome several possible complications along the way. To get to the light industrial area they will need to travel through three areas from their current location.

While travelling between areas, the team are challenged by someone with a grudge. They encounter three people. The leader is Paisley Reeves, a disagreeable female human dealer. In what is somewhat of a surprise, Paisley has an obvious cleanliness fetish.

They fire as the foe attempts to grapple. Holly Davies contends with Paisley Reeves. Holly has average expertise and is armed with a laser pistol. Paisley has average savvy and is fighting unarmed. Holly is injured and left the fight. Cindy Morrison takes on Elyse Lang. Cindy has a very low talent and is fighting unarmed. Elyse has a very low capability and is fighting unarmed. Cindy is injured; target has left the fight. Kyson Alvarado versus Mckenzie Gamble. Kyson has a very high know-how and is armed with a submachine gun. Mckenzie has a very high expertise and is fighting unarmed. Kyson is injured; target has left the fight.

The team maintain the combat. The opposition believe it would be better to leave.

All team members are badly injured from this and the last confrontation.  They decide to abandon looking for the clue and take time to recover. The team find time to rest and recuperate. Holly Davies needs to recover and is now all fine.  Cindy Morrison needs to recover and is now all fine.  Kyson Alvarado needs to recover and is no longer able to continue with the team.

The team attempt to find recruits to join them and two candidate(s) are located. They encounter two people. The leader is Byron Casey, a calm male human teacher. It is distinctive that Byron has a heavily tattooed body.

Holly Davies attempts to recruit Byron Casey. Holly attempts to resolve the task with average proficiency. Holly is successful and the candidate may join the team. Byron Casey is a calm human male teacher from Treece with average characteristics. Attributes are Crack Shot.

The team are looking to procure some equipment.  In the time used to search, no equipment can be found for sale.

Chapter 4 – They find a person with information

To get closer to attaining the objective commits the team to question a person of interest about nervous behaviour. To do this the team need to travel to the urban commercial area. They will need to travel through three areas prior to leaving their current Rural region. The team arrive at the Urban locale via medium space transport.

Ahead of the challenge, it seems the team may need to overcome a fair amount of possible complications along the way. To get to the commercial area they will need to travel through three areas from their current location.

During the evening in the Bar the team avoid a complication.

During the late hours in the Shops the team skirt a complication .

It is late hours in the commercial's shops. Flashing lights provide some distraction from the quiet. It is here the team hit a snag. They encounter three people. The leader is William Rios, a thoughtful male human trader.

The team are subject to an attempted kidnapping and attempt to talk their way out. Holly Davies engages William Rios. Holly endeavours to settle the matter with higher than average savvy. William attempts the task at hand with higher than average capability. Holly ends up in small talk and nothing untoward occurs.

It is daytime in the commercial's shops. People are coming and going with self-determined purpose. It is here trouble occurs for the team. They encounter two people. It is the main villain with minions. The leader is Cindy Morrison, a closed-minded female human plutocrat. The team notice that Cindy has baldness.

They get into a firefight. Holly Davies against Cindy Morrison. Holly has a higher than average ability and is armed with a laser pistol. Cindy has a higher than average proficiency and is armed with a laser pistol. Holly’s target has left the fight. Cindy Morrison deals with Victor Bass. Cindy has an average proficiency and is fighting unarmed. Victor has an average proficiency and is fighting unarmed. Cindy is injured and left the fight.

The team believe it would be better to leave. The opposition also resolve to quit.

It is late hours in the Commercial's Shops. Flashing lights provide some distraction from the quiet. Holly is speaking but clearing their throat when pausing. The team are all set to undertake to question a person of interest about nervous behaviour. They encounter one person. The leader is Gino Peterson, an extroverted male human academic. The team nearly did a double take.  They could not help but notice that Gino has ragged clothing.

They seek information from the person. Holly Davies deals with Gino Peterson. Holly looks to conclude the task with higher than average savvy. Gino attempts for a favourable outcome with higher than average ability. Holly has a fully co-operative person that provides valuable information.

The team find time to rest and recuperate.  Cindy Morrison needs to recover and is now all fine.  Byron Casey needs to recover and remains carrying an injury.

The team are looking to procure some equipment. There is the possibility of equipment being available to acquire. Equipment acquired by team members: slug pistol, knife.

Chapter 5 – The old stories are true

To progress towards doing the whole purpose necessitates the team to question a person of interest about old stories/legends. To do this the team need to travel to the urban residential area.

The pressure to complete is starting to weigh the team down. Before facing the challenge, it seems the team may need to overcome a fair amount of possible complications along the way.

It is daytime in the residential's suburbs. The sameness of the dwellings in is unnerving.  The tallness of apartment blocks casts long shadows across the roadways. It is here a trial to contend with appears. They encounter one person. The leader is Camren Mitchell, a agreeable male human service worker. They note that Camren has weird teeth.

The team have competition and come across others doing the same and start talking. Holly Davies takes on Camren Mitchell. Holly gives it their best shot with higher than average talent. Camren gives it a try with higher than average capability. Holly and Camren become friends.

It is evening in the residential's park. Too little lighting causes the area to seem more menacing than it should be. It is here a dilemma arises. The team are affected by hearing trouble. Holly aims to complete the job with higher than average expertise. . Holly has failed to overcome the hazard. Cindy tackles the task at hand with average know-how. . Cindy has failed to overcome the hazard. Byron attempts to resolve the task with very low proficiency. . Byron has failed to overcome the hazard. They are all injured.

During the late hours in the Apartments the team skip an issue. It is late hours in the Residential's Warehouse. The sameness of the dwellings in unnerving.  The tallness of apartment blocks casts long shadows across the roadways. Cindy is walking with a limp. The team are ready for the undertaking to question a person of interest about old stories/legends.

They encounter one person that they have met before. The leader is Imani Hanna, a appreciative female human senior bureaucrat. The team notice that Imani has a deep voice.

They interview the person of interest. Holly Davies against Imani Hanna. Holly looks to conclude the task with average talent. Imani undertakes to achieve success with average talent. Holly successfully obtains information from the person.

The team find time to rest and recuperate. Holly Davies needs to recover and is now all fine.  Cindy Morrison needs to recover and is now all fine.  Byron Casey needs to recover and is now all fine.

Chapter 6 – Records

To draw nearer to attaining the whole purpose necessitates the team to find an object -  records of  a visit. To do this the team need to travel to the urban residential area.

The team’s nerves are beginning to unravel. In advance of doing the challenge, it seems the team may need to overcome a fair amount of possible complications along the way.

It is daytime in the residential's construction site. Many children are out playing. It is here a difficulty arises to deal with. They encounter two people. The leader is Vicente Caldwell, a neurotic male human reporter. The team notice that Vicente has is softly spoken.

The team are subject to an attempted kidnapping and start talking. Holly Davies contends with Vicente Caldwell. Holly looks to conclude the task with average talent. Vicente aims to complete the job with average know-how. Holly is not convincing and a confrontation occurs. They get into a firefight.

Holly Davies engages Vicente Caldwell. Holly has a higher than average proficiency and is armed with a laser pistol. Vicente has a higher than average know-how and is armed with a shotgun. Holly target has left the fight. Cindy Morrison takes on Belen Boyd. Cindy has a higher than average savvy and is fighting with a knife. Belen has a higher than average capability and is fighting unarmed. Cindy target is out of the fight. Byron Casey takes on Vicente Caldwell. Byron has a average know-how and is armed with a slug pistol. Vicente has a average savvy and is armed with a shotgun. Byron is injured; target has left the fight.

The team leave the fight. The opposition quit the combat.

It is daytime in the residential's shops. Many children are out playing. It is here a problem crops up for the team. They encounter three people. The leader is Dominik Phelps, a thoughtless male human diplomat. It is distinctive that Dominik has ragged clothing.

The team are mistaken for a different identity and converse. Holly Davies contends with Dominik Phelps. Holly undertakes to achieve success with average talent. Dominik undertakes to achieve success with average capability. Holly ends up in small talk and nothing untoward occurs.

It is early hours in the Residential's Offices. Many children are out playing. Byron is making constant references to popular culture. At last the team are ready for the challenge to find an object - records of a visit. They uncover the object. Holly endeavours to carry out the task with high savvy. Holly finds the object and gains one clue. The team find time to rest and recuperate.   Byron Casey needs to recover and is now all fine.      

Chapter 7 – The final scene

At last the team have solved enough clues to recover an object - incriminating government secrets. To do this the team need to travel to the urban spaceport area.

The pressure to complete the task is intensifying. Ahead of the challenge, it seems the team may need to overcome a fair amount of possible complications along the way.

During the daytime in the check-in the team steer clear of a dilemma.

During the late hours in the Vehicle bay the team skirt a confrontation.

It is late hours in the spaceport's shops. It is unnaturally quiet. It is here the team hit a snag. They encounter four people. It is the villain's minions. The leader is Sierra Phillips, a thoughtful female human bounty hunter. It is unusual but the team cannot help but notice that Sierra has strong perfume.

They open fire. Holly Davies deals with Sierra Phillips. Holly has an average talent and is armed with a laser pistol. Sierra has a average ability and is armed with a slug pistol. Holly target has left the fight. Cindy Morrison contends with Loegath. Cindy has an average know-how and is fighting with a knife. Loegath has a average talent and is fighting unarmed. Cindy is injured; target has left the fight. Byron Casey meets F-a-aar. Byron has a very low expertise and is armed with a slug pistol. F-a-aar has a very low expertise and is fighting unarmed. Byron is injured; target has left the fight.

The team quit the combat. The opposition decide to leave the fight.

It is early hours in the Spaceport's Shops. The light is quite bright for this time of the day.  It makes the normally constrictive walkways seem quite open. Byron is humming to themselves. Finally the team are primed to undertake to recover an object - incriminating government secrets. The villain has the object in his possession.  The objective is to capture the villain.

They encounter one person. It is the main villain. The leader is Cindy Morrison, a closed-minded female human plutocrat.

They open fire. Holly Davies meets Cindy Morrison. Holly has a higher than average proficiency and is armed with a laser pistol. Cindy has a higher than average proficiency and is armed with a laser pistol. Holly is injured; target has left the fight. Cindy Morrison confronts Cindy Morrison. Cindy has a higher than average savvy and is fighting with a knife. Cindy has a higher than average savvy and is armed with a laser pistol. Cindy is injured; target has left the fight. Byron Casey engages Cindy Morrison. Byron has a average expertise and is armed with a slug pistol. Cindy has an average talent and is armed with a laser pistol. Byron is injured and left the fight.

The team elect to stay in the fight. The opposition decide to leave the fight.

The villain, Cindy, has escaped with the incriminating government secrets.  The team has failed in their task to recover them and will need to face the consequences of the failure.

Verdict
That was a load of fun, and the first time in playing all of these THW rules I have actually made it to the final scene, although I still failed at the objective!.  It flows much better and while there is room for improvement in the narrative, it is getting better.  I think the spreadsheet is at the stage where I can run through Research Station Gamma next - the whole idea of the spreadsheet was to run through Classic Traveller adventures.


Saturday, August 17, 2019

Searching for advanced AI - a THW Future Tales adventure

Introduction
I play through a short adventure using the Two Hour Wargames Future Tales (the SF version of Larger Than Life: Director’s Cut). I made some minor changes to the rules mostly in streamlining combat.

Background
I recently played a game using Larger Than Life: Director’s Cut due to the MeWe Solo RPG Group Event for May “Try Something New”.  That post also has a lot more background on what I am doing.  I really liked Larger than Life and so my next move was to play Future Tales that is the SF version of Larger than Life.  This is the blog post you are reading. The aim is to then tweak FUT to continue playing Classic Traveller adventures (so far I have only done the four scenarios in CT 01 Kinunir).  For the FUT Game I have set this in the Classic Traveller Spinward Marches setting as that is the setting I will be using in the next few games.

I use a spreadsheet to automate many of the steps and dice rolls. About 90% of the non-dialogue in the game report is automatically generated. I did modify some to improve readability, almost all modification was adding dialogue for context, or more often replacing generated content with dialogue. I was slack in not adding this to the other reports as dialogue is such a really critical component of play reports.

Note it took longer to modify the spreadsheet to incorporate Future Tales, mostly as I had done no travel between locales in the LTL game and so I had to put that in and fill in the tables for the NPCs.  I also had more Confrontations and in my first game I had only one at the very end so just used the existing task system.  But for FUT I had to create a decent automatic confrontation process and a Will to Fight calculation.  This took ages.  And then I got distracted by other projects before coming back to this one.  It is long but it is a full writeup of a complete Future Tales adventure.

Chapter 1 - The team find a purpose

The story begins on Regina during the daytime on June 2219 with the team in the Spaceport area of the urban region.  The team leader is Lachlan Fischer with the other members being Dustie and Courtney Bel.

Lachlan Fischer is a Human Bodyguard with a high reputation and a thoughtless personality. Attributes include Genius and Smooth. They are armed with a big laser pistol.
Dustie is a medium-sized Robot Labourer with a high reputation and a stable personality. Attributes include Shy and Smart.

Courtney Bel is a Human Trader with a low reputation, thoughtless personality and is a Crack Shot. They are armed with a laser pistol.

Regina is an Imperial planet located in the Spinward Marches and a subsector capital. It is a normal sized world with a breathable atmosphere, some water and is at an agreeable temperature. The tech level is similar to 21stC, population is average and the law level allows no weapons. The government is based on a bureaucracy with a corporate society and a rich economy based on agriculture and industry. It has fuel, repair and ship building facilities and military bases. A notable feature is its strange geology.

The team need to recover an object: an advanced artificial intelligence system.  To achieve this requires around three clues and may take up to seven scenes to complete.

They are crossing paths with Curtis Solomon, a Big Bad Human Military Villain with a high reputation. Attributes include Crack Shot and Dim. They are armed with a repeater rifle.

Chapter 2 – The dangers of travel

“Hey, Lachlan, “ Dustie called out, “all out of luck with rumours here.  Except one.  It seems someone just back from the farms has heard about some high tech software smuggling occurring.  Might be worth checking out.”

“Ok, sounds like a plan.“ Lachlan replied, and then added under his breath “we don’t have much else…”

 To continue the team need to travel to a Rural zone of Regina. The team arrive at the Rural locale via personal ground transport. The tension level is low.

“So, Dustie, “Lachlan said. “What are we looking for?”

“My contact said it is a hidden smugglers base, probably in one of the small towns.”

“Then we better get started, it will be awhile getting there.”

To get closer to completing the objective requires the team to find an object -  the location of a secret hideout. The team realise they need to travel to the settlements area to find an object.

Ahead of the challenge, it seems the team may need to overcome a lot of possible complications along the way.

While travelling between areas, the team confront someone with a grudge: Christine Guerrero, a Human female ganger. Christine tends to be thoughtless and has issue with sneezing frequently. They have met before.

“Well hello Lachlan,” the droll voice intoned.

Lachlan stared at the woman who had called him out. “Well hello to you to Christine.”

“I see you are still keeping crap company these days?”

“C’mon Christine, let it go.  It was years ago.”

“Years ago?  Yes, years ago but you were the one that walked away, not me!” and with that Christine rushes at Lachlan with murder in her eyes.  Courtney is in her way and Christine manages to violently push her to the ground.  Lachlan and Dustie briefly scuffle with Christine who realises she is outnumbered and runs away.

Courtney gets off the ground and is clutching her stomach. “You know Lachlan, you don’t really have a great taste in friends.”

While travelling between areas, the team are jumped by some Big Bad minions. They encounter four people. The leader is Remington Barker, a Human male combat officer who tends to be thoughtful, the others are exotics. It is distinctive that Remington has distinctive jewellery.

As they charge in Remington calls out to his gang “Don’t forget, just rough them up.  A lot or a little – it is up to you!” and then to the team “Remember this as your first lesson in not crossing the boss!”
The team attempt to fire as the opponents charge at them.

Lachlan fires his laser pistol and Remington goes down.

Dustie and one of the exotics, Jace, fight it out.  Dustie is not doing well and runs away clutching her arm.

Courtney also manages to fire here laser pistol at another on the exotics who also goes out of the fight.

Lachlan quick reflexes allow him to turn his laser pistol on the last of the minions but only gets off the shot at the same time the opponent – Joslyn -  manages to land a heavy blow.  Joslyn is injured and runs away.

Remington and Vincent manage to get away before the team can get to them.

“Where’s Dustie?”

“I think she went that way.”

Lachlan and Courtney hurry down the street in the direction of Dustie.

They find Dustie, but there is no time for the team to recover from injury before they are attacked by three backup minions, just in case Remington failed. They encounter three people. The leader is Brendan Madden, a Human male mercenary who tends to be disagreeable, the others are exotics. It is distinctive that Brendan has an extra slim build.

The team shoots at the rivals as they rush at the team.

Lachlan draws his laser pistol, misses and Brendan lands a good hit on Lachlan’s shoulder.  Lachlan retaliates and manages to drive Brendan away from the fight.

Dustie’s melee opposition decides that running is a better option than fighting.

Courtney fires her laser pistol at the third minion who also decides to scarper.

“Can we not do this again?” Courtney voices aloud. “Please?”

But there is not enough time for the team to recover before their next encounter.

It is late hours in the settlement's loading docks. The still darkness reflects the lack of anything going on at all. It is here a trial to contend with appears.  They encounter two people. The leader is Jackson Buckley, a Human male smuggler who tends to be stable, the others are criminals. Observe that Jackson has a veiled face. They have met before. The team are being too conspicuous and enter into discussions.

“Lachlan, what the hell are you doing?” Jackson says.

“What do you mean?” Lachlan replies.

“You come into town, you wander around – it is obvious you are looking for something.  It doesn’t help that word is on the street that you are crossing paths with Solomon.  If I was you, just try and keep a lower profile.”

Yeah, what he said,” interjects Dustie.

Jackson finishes off what he was saying, “Anyway, just thought you should know that if you need a hand just ask – I still owe you one.”

“Thanks Jackson, will keep it in mind.”

It is late hours in the Settlement's park. The lights flicker as though poorly maintained and act as a comment on the current state of society. It is here the team face an ordeal. The team have forgotten something.

“Umm, team?” Lachlan ventured.

“Yes?”

“Does anyone remember the precise directions to the secret location?  I know it was off the side street and second on the left but cannot remember what the camouflage is. Does anyone else remember?”

Silence.

“Shit.”

It is late hours in the Settlement's streets. No one is around but it is not surprising considering the lack of anything around here of note. Courtney is chewing something. At last the team are all set to undertake to find an object - secret hideout.

Despite forgetting the exact directions, they stumble upon the location of the secret hideout that gives them a clue to help recover the advanced artificial intelligence system.

The team find time to rest and recuperate.

Lachlan needs to recover and is now all fine. Dustie needs to recover and is now all fine. Courtney Bell however get worse – the blow to her stomach caused an internal rupture. At the hospital:
“How long?” Lachlan asked the doctor.

“Months, if she pulls through.”

“That bad?”

“That bad.”

With Courtney in an induced coma, Lachlan and Dustie cannot even say goodbye.

Chapter 3 – Interference

Dustie turns to Lachlan “We need to get into system space.”

“Huh?”

Dustie has been researching on the Net for the last few days.

“I think there is a clue we can only really discover in person.”

Without a work of thanks, Lachlan says “Ok, let’s go.”

The team will need to travel quite a way to reach the spaceport.

While travelling between areas, the team are confronted by the ganger GE-E, a Medium Robot male dealer. GE-E is unarmed and immediately charges at Lachlan and Dustie. Lachlan opens fire
with his big laser pistol and shoots GE-E dead.

“Umm…Lachlan, I don’t think that was a great idea.  You are not even supposed to be carrying a laser.”

“Yeah, well he had it coming.  And there is no surveillance around here – why else do you think they went for us?”

The team arrive at the HighPort area via personal spacecraft.

“So, Dustie, what are we looking for?”

“There are reports of some strange items of clothing.  But strange as in very strange.” She paused. “The clothing is of a peculiar design and also has embedded digital threads. While not obvious, I believe it is very likely not sapient designed.”

“As in designed by…say, an artificial intelligence?” queried Lachlan.

“Yes, and the clothing has only recently been released so it could be a link to what we are looking for.” Replied Dustie.

To progress towards attaining the goal requires the team to find an object -  strange clothing. 
Looking at what is required to perform the challenge, it seems the team may need to overcome a lot of possible complications along the way.

It is early hours in the HighPort's Bar.  It is here a dilemma arises. They encounter Leonidas Silva, a  neurotic Human male corporate executive. They note that Leonidas has an obvious cleanliness fetish.

They have met before.

Leonidas turns onto Lachlan “Stop following me!”

“What?”

“I said stop following me.  You never liked me, you are still out to get me for that nightlatch job.”

Lachlan did not need to feign surprise “Leo, I did not even know you were up here. I am an unrelated job.”

“Don’t call me Leo. And then why are you stalking me?”

“I am not.”

Lachlan is not convincing and a confrontation occurs. Leonidas charges at Lachlan and Lachlan pulls out his laser pistol.  Leonidas realises the futility of his actions and runs away.

It is daytime in the HighPort's apartments.  It is here a problem crops up for the team.  They encounter two people. The leader is Curtis Solomon, the Big Bad, a human male military villain, the other is Reece, an exotic.

Curtis talks as he advances on Lachlan, “Lachlan, you do not know what you are doing; stop now or face the consequences.”

Lachlan answers by firing his laser pistol at Curtis.  He misses.

Curtis grabs Lachlan and breaks his arm. Lachlan tries to retaliate but Curtis simply walks off, his point made.

Reece does not come off so well against Dustie and limps away with Curtis, blood dripping from a heavy wound.

“Come on Dustie,” Lachlan says through clenched teeth. “We should leave.”

The team failed to find the strange clothing clue.

Lachlan needs times to recover and after a few weeks is fine.

Chapter 4 – A trap

While Lachlan was recovering, they get a lead that the rural zone with the settlement with the secret hideout is also a possible place to find some secret plans that will help them find the AI.

They pack up and arrive at the Rural zone via personal spacecraft.

Prior to undertaking the challenge, it seems the team may need to overcome a fair amount of possible complications along the way.

It is evening in a Slums's Gang HQ. This place seems to have more people hanging out with nothing or do, or waiting for something to happen. It is here a dilemma arises.

They encounter June Mullins, a Human female transporter and a criminal. June has a veiled face. June interrupts the conversation that Lachlan and Dustie were having.

Lachlan manages to steer the conversation in his favour and bring June around.  Touch and go for a while as it seemed June was looking to stir up trouble.

Julie even manages to give them a tip: “Try the stadium, it may help you out.”

It is early hours in the Slums's Stadium. A crime is occurring down the street but too far way for the team to intervene.

“The quicker we are out of here the better” Dustie says.  She would have shivered if she was not a robot.

The team are searching a room when they hear a click.  The room has been locked!

“What is that smell?”

“I think we are being poisoned…”

Lachlan gets out his laser pistol and fires repeatably at the door.

“The door is reinforced – someone really wants the hidden to stay hidden!”

The door ends up being no match for the laser and Lachlan and Dustie manage to escape.

The team did not find the secret plans.

Chapter 5 – A clue at last

Lachlan and Dustie travel back to the city.  While on the plane, Dustie explains that some antique jewellery being studied at some industrial factories may hold a clue.

Getting to the factory was easier than expected.  It is late hours in the Industrial's Factory. The light and dark patterns provide an earie atmosphere.  It is here the team experience a spot of bother.

“How do we get in?” Dustie is looking at the imposing gates and high walls.

They begin to scour the walls looking for a way in.

Lachlan calls out, “Over here.”

“Look.”

Dustie peers at where Lachlan is pointing.  It is a small hole just below ground level and covered by vegetation.

“I knew there may be something like this,“ Lachlan says. “Small time thieves need to be able to get in and out with their stuff.”

“How do you know about stuff like that?”

Lachlan just grunts in reply and makes his way through the hole.

It is late hours in the Industrial's Offices. The background noise of machines floats through the air. Lachlan is mumbling quietly to themselves. At last the team are ready for the challenge to find the antique jewellery.

It does not take long. Lachlan finds the jewellery.

The team have found a clue to help recover the advanced artificial intelligence system.

Chapter 6 – Another success

The jewellery comes with some notes that indicate another secret hideout in a resort in  the rural zone.

The team arrive at the Rural area via personal ground transport. The tension level is medium.
Before attempting the challenge, it seems the team may need to overcome several possible complications along the way.

While travelling between areas, the team are challenged by payback from a romantic vendetta.  It is Ernest Jennings, a Human male thug. They cannot help but notice that Ernest has visible burn scars.
“Dustie!”

“Oh god, it is Ernest – the last person I would want to run into.”

Earnest charges at Dustie with violent intent.

Lachlan shoots at Earnest who runs away.

“Lachlan!” Dustie shouts. “we should get out of here!”

Lachlan nods assent and follows Dustie off the scene.

It is evening in the resort's park. There is a spot of quiet between the loud noises of different parties to either side. It is here potential strife emerges for the team.

The team realise they have differing motivations for continuing.

Lachlan attempts to convince Dustie while Dustie vehemently tries to convince Lachlan of why they should continue.  Neither budge from their original position.  The two of them continue but no longer as a team, just two individuals heading in the same direction.

It is daytime in the resort's stadium. Spruikers and speakers are promoting the highlight event happening later. It is here potential strife emerges for the team. They are subject to sudden darkness.
“What the-“ Lachlan starts to panic.  The darkness does not last long – probably a glitch in the lighting – but Lachlan nerves, already stretched from his argument with Dustie, are now near breaking point.

It is early hours in the resort's apartments. Tourists are everywhere; walking, gawking, buying and talking. This is the location they have been given for the secret hideout.

After much searching and the strain between the two obviously showing, Lachlan finds the hideout and gains the last clue pointing to where they can find the advanced artificial intelligence system.  But the clue also points that they only have a short amount of time to find it. There is no time for the team to recover.

Chapter 7 - The goal is within our grasp

The advanced artificial intelligence system is in the scientific area of the Space zone. The team arrive at the Space region via personal spacecraft. The tension level is high.

While travelling to the scientific area, the team confront one of the Big Bad minions. Lilly Hoffman, a tough Human female mercenary who has a disagreeable demeanour, not helped by her outlandish clothing.

Lilly does not waste time talking and let’s fly with her laser rifle.  The team shoot back with all they have.

Lilly’s laser rifle slices into Lachlan’s leg before he has a chance to fire his own pistol.  He staggers away to take cover down the corridor before collapsing to the ground with blood running heavily from the wound.

Dustie meanwhile has charged Lilly, hoping to get at her while she is focusing on Lachlan.  But Dustie has still not recovered from the previous encounter and is too slow.  Lilly turns her rifle onto Dustie and she also is wounded - he torso is shorted out and her positronic brain is about to shut down.  Dustie staggers in the same direction as Lachlan and collapses next to him.
Her work done, Lilly retires back the way she came.

By the time Lachlan and Dustie are found and subsequently healed sufficiently to do some investigation, all traces of the advanced artificial intelligence are gone.  Lachlan and Dustie have failed.

Verdict

Although this took longer than expected to run through, it was fun. Even if they did not succeed (I don’t think any of my Larger Than Life-type plays have ended in success!). Onwards to modify the sheet to run through Classic Traveller adventure 02: Research Station Gamma.